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D20 Modern or Spycraft II?
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<blockquote data-quote="(Psi)SeveredHead" data-source="post: 2859326" data-attributes="member: 1165"><p>I find that making NPCs and PCs often takes more time because of how you put together your character. (Still way less time than DnD for me, though!) However, I don't see what this has to do with a setting. These heroes fit in every setting, ranging from AD 200 Three Kingdoms China to Firefly to Caveman Adventures! (TM) and any system that includes intelligent non-monstrous PCs. Seriously, I have NPCs from each of the settings (even that last one!) that I can post here if you don't believe me.</p><p></p><p>A weird side issue:</p><p></p><p>I often visit Living Spycraft, "steal" their free adventures and convert to Modern. They've released one or two adventures for Spycraft II.</p><p></p><p>I liked Triple Play and looked at its NPCs. Here's one:</p><p></p><p>[sblock]Anas Al-Liby (Special NPC — 380 XP): Init VII; Atk VII; Def VII; Resilience VII; v/wp VII; Competence VII; Wealth V; Weapons: RSA Melee stun gun (dmg 5d4 electrical, error 1, threat 18–20, qualities: FIN), AK-47 assault rifle (dmg 3d6 lethal, error 1–2, threat 20, ammo 30M5, range 125 ft., SZ/Hand S/2h, qualities: DEP, upgrades: standard laser sight), Reutech Striker semi-automatic shotgun (dmg 2d12 lethal, error 1–2, threat 19–20, ammo 12S40, range 30 ft., SZ/Hand S/2h, qualities: NFM (S/B/F), TKD); Gear: None [except vehicles]; Qualities: feat (Baby It, Battering Blows, CQB Basics, CQB Mastery, Daredevil, Darting Weapon, Defensive Driving, Jackrabbit Start, One Hand on the Wheel, This is My Boomstick), henchman, superior attribute (Dex 18, Str 18).[/sblock]</p><p></p><p>He's the final boss. Why doesn't he have four of his ability scores? It's one thing if mooks get special rules, but final bosses should be using the same rules as PCs. I hope this isn't "expected" of Spycraft II adventures.</p><p></p><p>(I recognize maybe half the feats. New feats are good.)</p></blockquote><p></p>
[QUOTE="(Psi)SeveredHead, post: 2859326, member: 1165"] I find that making NPCs and PCs often takes more time because of how you put together your character. (Still way less time than DnD for me, though!) However, I don't see what this has to do with a setting. These heroes fit in every setting, ranging from AD 200 Three Kingdoms China to Firefly to Caveman Adventures! (TM) and any system that includes intelligent non-monstrous PCs. Seriously, I have NPCs from each of the settings (even that last one!) that I can post here if you don't believe me. A weird side issue: I often visit Living Spycraft, "steal" their free adventures and convert to Modern. They've released one or two adventures for Spycraft II. I liked Triple Play and looked at its NPCs. Here's one: [sblock]Anas Al-Liby (Special NPC — 380 XP): Init VII; Atk VII; Def VII; Resilience VII; v/wp VII; Competence VII; Wealth V; Weapons: RSA Melee stun gun (dmg 5d4 electrical, error 1, threat 18–20, qualities: FIN), AK-47 assault rifle (dmg 3d6 lethal, error 1–2, threat 20, ammo 30M5, range 125 ft., SZ/Hand S/2h, qualities: DEP, upgrades: standard laser sight), Reutech Striker semi-automatic shotgun (dmg 2d12 lethal, error 1–2, threat 19–20, ammo 12S40, range 30 ft., SZ/Hand S/2h, qualities: NFM (S/B/F), TKD); Gear: None [except vehicles]; Qualities: feat (Baby It, Battering Blows, CQB Basics, CQB Mastery, Daredevil, Darting Weapon, Defensive Driving, Jackrabbit Start, One Hand on the Wheel, This is My Boomstick), henchman, superior attribute (Dex 18, Str 18).[/sblock] He's the final boss. Why doesn't he have four of his ability scores? It's one thing if mooks get special rules, but final bosses should be using the same rules as PCs. I hope this isn't "expected" of Spycraft II adventures. (I recognize maybe half the feats. New feats are good.) [/QUOTE]
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